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| paths:healer_path [2024/06/08 03:13] – [Healing Hands] elfinlocks | paths:healer_path [2025/11/25 19:22] (current) – [Miracle Worker] vondor | ||
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| Upon taking the Path of the Healer, you gain the following Key Skills: | Upon taking the Path of the Healer, you gain the following Key Skills: | ||
| - | * [[priority: | + | * [[priority: |
| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | + | * [[priority: |
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| ==== Healing Conduit (Ex) ==== | ==== Healing Conduit (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You have learned a few tricks to mundane healing by leveraging principles employed by spellcasters. As a Full Round Action, you may spend 2 [[game_systems: | + | You have learned a few tricks to mundane healing by leveraging principles employed by spellcasters. As a Full Action, you may spend 2 [[game_systems: |
| </ | </ | ||
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| ==== Lay on Hands (Su) ==== | ==== Lay on Hands (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may now use Healing Conduit as a Standard | + | You may now use Healing Conduit as a Half Action. In addition, you may now heal up to 10d6, provided that you possess the necessary |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | You may now roll a [[priority: | + | You may now roll a [[priority: |
| - | Spending a Hero Point allows the character to perform Surgery as a Standard | + | Spending a Hero Point allows the character to perform Surgery as a Half action. |
| Any creature affected by Surgical Genius is fatigued for 2 hours. This time can be reduced based on the results of the Heal check. Every 1 point above a DC 20 Heal check reduces the Fatigue by 10 minutes, alternativle every 1 below increases the time spent Fatigued by 20 Minutes. This fatigue cannot be removed by any other means aside from divine intervention (or death). | Any creature affected by Surgical Genius is fatigued for 2 hours. This time can be reduced based on the results of the Heal check. Every 1 point above a DC 20 Heal check reduces the Fatigue by 10 minutes, alternativle every 1 below increases the time spent Fatigued by 20 Minutes. This fatigue cannot be removed by any other means aside from divine intervention (or death). | ||
| + | |||
| + | If a Hero Point was Spent to allow surgery to be performed as a Half Action, you may attempt to remove the Dead condition from a target that gained the condition within the last 2 rounds. If the surgery heals the target above the threshold of wounds to gain the Death condition, then its removed. | ||
| </ | </ | ||
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| ==== Swift Restoration (Ex) ==== | ==== Swift Restoration (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may use Healing Conduit on yourself as a Swift Action. It remains a Standard | + | You may use Healing Conduit on yourself as a Swift Action. It remains a Half Action when used on other creatures. |
| </ | </ | ||
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| ==== Mercy (Ex) ==== | ==== Mercy (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Your Healing Conduit grows stronger, providing relief for one status effect of your choice upon use. You may purchase this Talent multiple times - every time you do, you gain one additional status effect that you may remove with Healing Conduit. All unlocked status afflictions are cured upon you using this ability on a given target (including yourself, provided that you are capable of acting to apply Healing Conduit to yourself in the first place). Every time you purchase the Mercy Talent again, you may unlock additional status effects. | Your Healing Conduit grows stronger, providing relief for one status effect of your choice upon use. You may purchase this Talent multiple times - every time you do, you gain one additional status effect that you may remove with Healing Conduit. All unlocked status afflictions are cured upon you using this ability on a given target (including yourself, provided that you are capable of acting to apply Healing Conduit to yourself in the first place). Every time you purchase the Mercy Talent again, you may unlock additional status effects. | ||
| - | The status effects you may choose from are limited by your HD or CL, and by Experience cost, as follows: | + | The status effects you may choose from are limited by your [[chargen: |
| ---- | ---- | ||
| - | === 3 HD/CL - 10 Experience Each === | + | **[[chargen: |
| * **Shaken** - The target is no longer shaken. | * **Shaken** - The target is no longer shaken. | ||
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| ---- | ---- | ||
| - | === 6 HD/CL - 10 Experience Each === | + | **[[chargen: |
| * **Dazed** - The target is no longer dazed. | * **Dazed** - The target is no longer dazed. | ||
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| ---- | ---- | ||
| - | === 9 HD/CL - 20 Experience Each === | + | **[[chargen: |
| * **Confused** - The target is no longer [[priority: | * **Confused** - The target is no longer [[priority: | ||
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| ---- | ---- | ||
| - | === 12 HD/CL - 30 Experience Each === | + | **[[chargen: |
| * **Amputated** - Your Healing Conduit also acts as [[priority: | * **Amputated** - Your Healing Conduit also acts as [[priority: | ||
| * **Blinded** - The target is no longer blinded. | * **Blinded** - The target is no longer blinded. | ||
| * **Deafened** - The target is no longer deafened. | * **Deafened** - The target is no longer deafened. | ||
| - | * **Ensorcelled** - Your Healing Conduit also acts as [[priority: | + | * **Ensorcelled** - Your Healing Conduit also acts as [[priority: |
| * **Paralyzed** - The target is no longer paralyzed. | * **Paralyzed** - The target is no longer paralyzed. | ||
| * **Petrified** - Your Healing Conduit ability also acts as [[priority: | * **Petrified** - Your Healing Conduit ability also acts as [[priority: | ||
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| ==== Holy Hands (Ex) ==== | ==== Holy Hands (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may spend triple the [[game_systems: | + | You may spend triple the [[game_systems: |
| </ | </ | ||
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| ==== Masterful Healer (Su) ==== | ==== Masterful Healer (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary | + | You may now heal up to 15d6 with Lay on Hands, provided that you possess the necessary |
| </ | </ | ||
| + | <WRAP round box> | ||
| + | ==== Ascendant Healer (Su) ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You may now heal up to 20d6 with Lay on Hands, provided that you possess the necessary BaB/ | ||
| + | </ | ||
| ---- | ---- | ||
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| ==== Battlefield Chirurgeon (Ex) ==== | ==== Battlefield Chirurgeon (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may now use your Healing Conduit as a Swift Action within Touch range of your target. Alternatively, | + | You may now use your Healing Conduit as a Swift Action within Touch range of your target. Alternatively, |
| </ | </ | ||
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| ==== Defiant Channel (Su) ==== | ==== Defiant Channel (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may use your [[priority: | You may use your [[priority: | ||
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| ==== Healer’s Channel (Su) ==== | ==== Healer’s Channel (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may use your channel to heal all creatures within the area of effect instead of inflicting damage. To heal living creatures, you must channel positive energy. To heal undead creatures, you must channel negative energy. To heal extraplanar entities, you must channel appropriate elemental energy. | + | You may use your channel to heal all creatures within the area of effect instead of inflicting damage. |
| </ | </ | ||
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| <WRAP round box> | <WRAP round box> | ||
| - | ==== Barrier | + | ==== Protective |
| - | * **Requirements: | + | * **Requirements: |
| - | Your channel energy | + | Your Channel may now apply a [[chargen: |
| </ | </ | ||
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| ==== Disruptive Channel (Sp) ==== | ==== Disruptive Channel (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Creatures damaged by your channel must now make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute) or be Dazed for one round. | + | Creatures damaged by your channel must now make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute) or be [[game_systems: |
| </ | </ | ||
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| ==== Assize (Sp) ==== | ==== Assize (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may now double the cost of your Channel to damage enemies and heal allies with your channel simultaneously. | You may now double the cost of your Channel to damage enemies and heal allies with your channel simultaneously. | ||
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| ==== Benediction (Sp) ==== | ==== Benediction (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Standard | + | As a Half Action, you may bring life back to those recently slain by touching their body, and spending |
| You must use this ability on a creature which has died within a number of rounds equal to your Caster Level - they are otherwise too far gone. | You must use this ability on a creature which has died within a number of rounds equal to your Caster Level - they are otherwise too far gone. | ||
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| ==== Regen (Sp) ==== | ==== Regen (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may spend Mana to grant a number of allies up to your Secondary | + | You may spend [[priority: |
| </ | </ | ||
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| ==== Pulse of Life (Sp) ==== | ==== Pulse of Life (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | As a Full Action, you may spend 10 [[priority: | ||
| - | As a Full Round Action, you may spend 20 MP to cast a powerful pulse of life, which cures a single creature that you can see of any debilitating conditions it is suffering from (Such as Fatigue, Exhaustion, Poison or Disease effects, or other negative conditions covered by Mercy). Additionally, the creature is healed | + | You may spend a [[game_systems: |
| </ | </ | ||
